Cho'Gall by Sausaletus

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Cho'Gall

By: Sausaletus
Last Updated: Aug 23, 2015
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Cho'Gall

The Ogre Mage

"Crush!  No, smash!"



The first Ogre Mage in generations, Cho'Gall was a rare two-headed ogre born unnaturally clever and sly.  His talents were recognized by Gul'Dan who made the strange ogre his apprentice, coaching him to mastery of the foul powers of a warlock.  Cho'Gall would rise to power within the Horde, becoming the leader of the Orc clan of the Twilight's Hammer and assuming a position at Gul'Dan's right hand on the Shadow Council.  While war with the Alliance raged, Cho'Gall and his master saw an opportunity to bring about the apocalypse they had long sought.  When they opened the Tomb of Sargeras, however, what they found was a gateway into the Storm.  Now, the cunning Cho'Gall continues to plot and scheme for ways to spread chaos and corruption across those strange new lands.


NOTE:

Playing Cho'Gall is really playing Cho and Gall, two characters that inhabit the same body.  They have one body but two separate and distinct minds.  Players would toggle between the two with their Trait key, swapping the skills and health of one for the other.  But changing wouldn't affect the unit's mana and the cooldown of their similar skills.  Cho casting his Q makes Gall's unavailable and vice versa.  The mana Cho uses is gone for Gall, but any damage suffered is kept on his own health bar when it flips over while any disables affecting their shared body remain.

Cho and Gall will get their own talent points, which I'll detail in the Talent section.

Also, I have no idea which one is Cho and which one is Gall...

Combat Trait

1
Two-Headed
You have two heads and may switch between the active one with this key (D).  Each head has its own health bar and death timer while they share mana and skill cooldowns.  At the appropriate levels, each head will gain its own talent point.  

Note: There is a brief delay, perhaps 3 seconds, before being able to switch heads again.
2
I'm Ready!
Your active head has increased mana regeneration.  Your inactive head has increased health regeneration.  This only applies while both heads live.
3
I'm Not Ready!
Your heads have separate death timers.  When one is killed the other will continue on, Cleansed of all disables and Unstoppable for a brief time.  When both are dead, you must wait until both are revived until you can return to the fight.  

Primary Abilities

1
[Q - CHO] Flame Blast
Skill shot.  If this hits an enemy, you can recast it again within a short window.  

Note: The idea here is that Cho can chaingun fireballs as long as he connects with them. And he has the mana to burn. Basically, hitting an enemy refreshes his cooldown but in such a way that it doesn't carry over to let Gall cast Shadow Bolt more frequently.
2
[Q - Gall] Shadow Bolt
Skill shot, ignores non-heroic units.  If this hits an enemy hero, they lose movement and attack speed for a time.
3
[W - Cho] Fiery Chains
Targeted.  Bind target enemy to you, dealing immedate damage.  If your target moves too far away these bounds will break, damaging and Stunning nearby enemies.  Switching heads will end this effect harmlessly.
4
[W - Gall] Shadowy Cage
Targeted.  Bind target enemy to you, dealing damage to them over time.  You may reactivate this skill to cancel its effect and teleport your target back to their location at the time of its initial casting.  Switching heads or your target moving too far away will end this effect harmlessly.
5
[E - Cho] Bonebreaker
Charge to target location and create a field of magical runes where you stop, enemies in this field will take damage over time.  If you collide with an enemy, both you and they are briefly Stunned.
6
[E - Gall] Soulcrusher
 Dash to target location and create a field of magical runes where you stop, enemies that come into contact with this field will lose health over time and be Stunned after a brief delay.  You ignore unit collision while you are dashing.

Secondary Abilities

1
CHO
The manic Cho has the following abilities:

[Q] - Flame Blast. Shoot out a ball of flames that you may recast if it hits an enemy.
[W] - Fiery Cage. Bind an enemy to you.  If they move too far away, they are Stunned.
[E] - Bonebreaker. Charge and create fiery runes at your destination that deal damage over time.
2
GALL
The sly Gall has the following abilities:

[Q] - Shadow Bolt. Shoot out a ball of shadowy magics that slows the attack and movement speed of the enemy it hits.
[W] - Shadowy Cage. Bind an enemy to you.  Reactivate to warp them back to their original location.
[E] - Dash and create shadowy runes at your destination that Stun enemies after a brief delay.

Heroic Abilities

1
Together as One
For a time, your heads work together.
You lose the ability to switch heads but gain increased health and combined abilities.  Both heads must be living before you can cast this skill.

While this effect is active, you have the following abilities:
[Q] - Darkbomb.  Hits twice, slowing movement and attack speed and can be recast if it hits an enemy.
[W] - Dark Power.  Creates a rune field at your location that deals damage over time and, after a brief delay, explodes to damage and Stun foes.  While in this field, you have increased movement and attack speed.
[E] - Skullcracker.  Ignores unit collision and bursts for damage where you stop.  Enemies you pass through are briefly Stunned.

Lv 20 Upgrade.  By Our Power Combined!  You gain increased ability power and movement and attack speed.  Casting this revives your inactive head, if it has died.
2
Spread Corruption
You unleash foul mystical energies that deal damage to nearby enemies.  The field you create spreads slowly from your location to cover a much larger area, Rooting and dealing damage over time to enemies that it touches.  Structures are not affected.

Lv20 Upgrade.  Let Chaos Reign.  When the field of corruption ends, a Shadow Beast is summoned for each enemy caught by it.  Their attacks restore your mana.

ROLE

Cho'Gall would be a melee caster, situated somewhere between the space occupied by a melee heavy like Thrall and ranged casters like Jaina or Kael.  He packs a punch but most of his threat would come from his skills rather than a strong auto-attack.  He's designed to be on the frontlines, getting up in faces and using his spells to devastate his opponents.  Both Cho and Gall have similar skills, each having a poke, a dash, and an a means of preventing easy escape, each with its own flavor.  The fireballing Cho is better at battering down his foes while the shadow twisting Gall likes to wither them away, but each can deal significant damage.  Cho'Gall's trait makes him naturally tanky, since half his health bar is hidden from his opponents at any given time (And quickly refilling which I think is necessary since it would be hidden from his times healers, too.) and allows a brief window to continue after being spiked out.  He has strong engagement tools but, like the Butcher, he would have to commit to an attack, risking getting caught in a bad situation.  He has better escape tools and a stronger poke than the Butcher, though, and focuses more on bursty disruption than sustained damage.  He should pare well with characters like the Butcher, though, as another big body to dive into fights.  But he should also work nicely with a strong backline, using his ability to snare to set up targets for a Kael or Valla to burst down.  He obviously compares with the Butcher or Thrall and other bruisers, but I think can carve out a unique niche by emphasizing the spellcasting element of his play.

talents

Players would receive not one but two talent points at the appropriate levels.  Instead of a single list of talents (except at the Heroic levels of 10 and 20), they would be presented with two laid out side by side, one for Cho and one for Gall, and get to pick one from each.  But not two from one side. Each side would contribute one half of the icon that showed up in the score tab and elsewhere.

For example, Cho can opt for Boiling Rage which grants him increased movement and attack speed while in the field created by his E skill, Bonebreaker.  At that same tier, Gall can pick up Unnatural Chill which gives him increased ability power while in the field from his E, Soulcrusher.  Or Gall can instead select an active skill that's a single target Bloodlust effect which I'm just going to call Bloodrage for now.  Cho would have that same option, the psuedo-Bloodlust, in which case instead of two copies of it, Cho'Gall players would instead have one copy with charges letting them cast it multiple times and that's the way all active skills would work.  There'd only be one choice on the Heroic tiers, levels 10 and 20, so there'd be no switching heads to use a different ultimate skill.  

The point of all this is that Cho and Gall can each be built in their own way.  Separately or together, whichever players prefer.  They could select talents that compliment each other, so that switching from one head to another is seemless.  Or go in entirely different directions so that each head develops its own style of play, Cho operating differently than Gall.  Gall might be the set-up man, using buffed snares and disables to set up kills from Cho's amplified damage.  Or Cho could go for hard shut down that enables Gall to drain his targets down.  Cho could be bursty.  Gall could go for auto-attacks.  One could tank so the other could fight.  Or they could each go for as much damage as they could.  Letting Cho and Gall have their own separate identities would create a lot of build diversity while making it matter that players can switch between them.

OTHER CONCEPTS

PERIGREN 'PERI' WILLIAMS, the Combat Medic [Terran Medic] (Support)

FENIX, the Steward of the Protoss [Protoss Dragoon] (Warrior)

SELENDIS, Last Champion of Aiur [Protoss Zealot] (Assassin)

SIGFRIED 'SKEETER' BARNS, Ace Viking Pilot [Terran Viking Mech] (Warrior)

EGON STETMANN, Reasonable Scientist (Support)

ALEXI STUKOV, the Living Horror (Warrior)

DYLAN CHAPEL, Fire Fighter [Terran Firebat] (Warrior) 

EMIL NARUD, Herald of Amon (Specialist)

The Innkeeper, Master of Cards (Specialist) (WIP)

Ysera, the Sleeping Dragon (Support) (Concept)

Samuro, Fallen Blademaster (Assassin) (Concept)

Blackthorne, Intrepid Wanderer (Specialist) (Concept)

Change Log

8/23 - Changed the name of R1-Q from Twinned Bolt to Darkbomb

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Siperos (9) | August 29, 2015 1:31pm
Another Cho'gall hero concept with this two active heads Trait bullsh*t. That trait idea is bad for two reasons. Firstly because it's simply way too complicated for its own good in a simplified MOBA such as Heroes of the Storm that is aimed for mainstream noob and casual audience. This hero seems to be almost as hard to control as Invoker in Dota 2.

Secondly because it's quite clear in the lore that they work together with good synergy. Yeah, sure they may argue a little once in a while but not even once have I seen the two heads straight up disagreeing what to do. Actually I haven't seen them ever doing their own spells separately either. I have read WoW: The Comic where Cho'gall is the last main villain at the end and they worked together perfectly. And it only makes sense. If they were unable to work together then they would not be able to lead the Twilight's Hammer cult in the first place. They may have two separate minds but they work together as one perfectly. No reason to make it work or look otherwise.

I also see it pointless to give this hero two separate health bars just because he got two heads. And... What happens to Cho'gall when both heads die? Does he get teleported back to the base or how does it work?
1
[-]
Sausaletus (1) | August 25, 2015 9:51am
Welcome then.

And I don't mind at all. I don't agree with your suggestions, but it's helpful to have to explain my ideas because it helps to clarify them.
1
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Daralyn | August 24, 2015 12:20pm
thanks for your explanation

In all honesty I'm new on page and I was specificaly looking for Cho'Gall so I really missed your other character ideas and their traits
but like I said I just LOVE cho'Gall as character so I would learn him same way as I've learned Brightwing who is also very specific
1
[-]
Sausaletus (1) | August 24, 2015 10:46am
Thanks for your input.

My initial thought was much like yours and in my first drafts, each head has its own passive and entirely separate skills and changing between them was really switching between two different characters. But I've already done that with other characters like Egon and the Viking pilot so I wanted to go another way. And, more importantly, I was concerned about what happens when a character gets to use too many skills in a short time frame. Skills are important, they're what turn fights around because they have a lot more impact than auto-attacking. A character that can chain one nuke into another by switching kits to extend their skill bar is a character that can dish out a lot of hurt and has the potential to be unbalanced. That could be undercut by making those rapidly cast skills relatively weak but that would mean a character who's not a powerful mage like Cho'Gall should be.

The one mana bar design means he's not casting more often than similar characters, like Jaina or Kael, so his power level can remain high. At the same time, it means that it doesn't take crazy micro to flip between different skill bars in order to output decent damage. This keeps him from being a high skill cap character, like a TLV or Abathur, useful only to those with great reflexes and puts him more towards a middle tier where switching well is just a good skill to have rather than a requirement for high level play.

Daralyn wrote:
skillset and idea is really interesting tough I'm not sure if it will be usable in practics because supports may be avoiding to use ultimate heals and coolldowns on this character because of switches


Wasted heals are an issue but no more than trying to heal a Jaina who pops Ice Block or a Tassadar that vanishes with Dimensional Shift. Or the Butcher who gets trapped by his allied Nazebo's Zombie Wall. Or the Abathur who hats Illidan only to have him run away from the fight. Annoying but more about players getting familiar with a character and how they play. There's a learning curve and, you know, healers would have to realize they probably shouldn't waste their heals on Cho when Gall's health is nearly full.

But, I agree this would be frustrating for support. One way to reduce that frustration would be to have a lengthier cooldown on switching. At, say, 12 seconds, players really have to commit to one head or the other. But that cuts against the sort of free-wheeling switching that I want, preventing the crazy Cho to Gall back to Cho combos that I want to see players come up with.

Daralyn wrote:
imagine that you got pyroblasted into face, and when it melts down, your second head still sits in blizzard or got cracked by a triple tap


Yes, if you're getting focused down that heavy, an extra head isn't going to save you. When one head dies, you get a brief moment of Unstoppable to keep out of situations like being stun locked, but you're not invulnerable. But that's no different from getting saved by Kharazim's Divine Palm or Rehgar's Ancestral Healing and then getting burst down right afterwards. It happens, it sucks, but that's the game.
1
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Daralyn | August 23, 2015 1:23pm
so...

I'm definitely for Cho'Gall, and if it gets trough I'm sure he will have as hilarious quotes as he had in wow...

skillset and idea is really interesting tough I'm not sure if it will be usable in practics because supports may be avoiding to use ultimate heals and coolldowns on this character because of switches

situation in HotS chnges itself very quickly and for example imagine that Rhaegar tries to save you with Ancestral healing while you switch head to full health one. Not to mention that if you could "die" every so often it would may cause reclessness

imagine that you got pyroblasted into face, and when it melts down, your second head still sits in blizzard or got cracked by a triple tap

When I thought about him, I actually thought about different skill for each head, but rather different skills or important effects of those skills and even that mana pool but not separate health pools

if I would add my ideas, the I would make it one healthpool, and two manapools, because he IS actually two minds in one body than a final boss from Final Fantasy
switching head would switch manapool,skills and clear disable effects affecting mind (those affecting body would remain (for example envenom would remain active on switch but for example leoric's drain hope or his ghost-form slow effect would be broken)
skills would be same in principle but different in traits (like destro/affliction warlock)for example chains on dps head would be fire dmgto anyone getting in contact with those, but on affli head it will be slow or lifesteal. Talents would not be chosen separately but both heads would benefit from them in opposite way, leaning to one side or the other depending on head (here I mean that if I choose addition that would improve draining power of the spell on dps head, it would also bolster brute power of appropriate spell on affliction head and vice versa) for example dps fire chains would also slow opponent by little less than affli chains, but affli chains with same talent would also add shadow dmg to slow

both ultimates would make heads cooperate but one in "arcane power" way and other in "don't think at all and smash" way but those would NOT change with heads and will be chosen for the rest of the game depending on player choice. spell ultimate would be heavy aoe and for example bolster of magic dmg or lifesteal, while dps ultimate would be charge/knockback/heavy hit in a line
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